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runevision.bsky.social
Indie game developer, procedural generation enthusiast, Dane in Finland. I made Eye of the Temple, now working on The Big Forest. 📍 Turku, Finland 🔗 https://runevision.com https://www.youtube.com/c/runevision https://mastodon.gamedev.place/@runevision
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Isotropic Voronoi cells. I was trying to get a partition that feels a bit like how fields are laid out in the English countryside, it's not too far off.

Small blog post about Blender Voronoi noise, hash functions and OpenShadingLanguage. aras-p.info/blog/2025/06... #blender #osl

Experimenting with using procedural ivy for set dressing = fun! #madewithunity #gamedev #indiedev #空想家

This is a well-researched and comprehensive article about the NPC AI ("Radiant AI") in Oblivion and later Bethesda games. It tackles the confusion and myths around it very head-on.

Officially announcing my new game: GARBAGE COUNTRY. A lonely road trip through the ruins of a forgotten world. feat. vast wastelands, tower-defense battles, upgrades, mysteries, & lots of driving.

While in Japan on holiday, I’m seizing the chance to do important research on aerial perspective.

With over a hundred pages, my personal website is on the larger side. I started it all the way back in 1998, and I've lost track of all the ways it has looked and functioned over the years. I've done a bit of digital archaeology to rediscover its past: runevision.com/about/evolut... #webdesign

This thread is going places.

Check out @mattdevv.bsky.social's variation of Surface Stable Fractal Dithering, where the dots can have any shape using a signed distance field. Github repo here: github.com/mattdevv/SDF...

I wrote a bit about the many features I worked on at Unity Technologies 2009-2020, while the company grew from 20 to 3000 people. Get a peek behind the scenes of some familiar Unity features, as well as a few that never shipped. runevision.com/tech/unitywo... #gamedev #unity3d